X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fserver%2Fdefs.qh;h=2367946eb955dd133fb7ba482ec645504c37fe41;hb=23cf4ce685dd5317d84b2db53aecd97e93c8a2de;hp=9e6a73b5e3642fe9e9ae952a9b6a318120e32ad7;hpb=e3e13a6eac82464c004af16230f1da2b92776636;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/server/defs.qh b/qcsrc/server/defs.qh index 9e6a73b5e..2367946eb 100644 --- a/qcsrc/server/defs.qh +++ b/qcsrc/server/defs.qh @@ -1,6 +1,6 @@ #define INDEPENDENT_ATTACK_FINISHED -float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions +noref float require_spawnfunc_prefix; // if this float exists, only functions with spawnfunc_ name prefix qualify as spawn functions #define BUTTON_ATCK button0 #define BUTTON_JUMP button2 @@ -128,7 +128,7 @@ float maxclients; .vector anim_die1; // player dies .vector anim_die2; // player dies differently .vector anim_draw; // player pulls out a weapon -.vector anim_duck; // player crouches (from idle to duckidle) +// .vector anim_duck; // player crouches (from idle to duckidle) .vector anim_duckwalk; // player walking while crouching .vector anim_duckjump; // player jumping from a crouch .vector anim_duckidle; // player idling while crouching @@ -189,6 +189,7 @@ void setanim(entity e, vector anim, float looping, float override, float restart .float watersound_finished; .float iscreature; +.float damagedbycontents; .vector oldvelocity; .float pauseregen_finished; @@ -202,7 +203,12 @@ void setanim(entity e, vector anim, float looping, float override, float restart .entity weaponentity; .entity exteriorweaponentity; .vector weaponentity_glowmod; -.float switchweapon; + +//.float weapon; // current weapon +.float switchweapon; // weapon requested to switch to +.float switchingweapon; // weapon currently being switched to (is copied from switchweapon once switch is possible) +.string weaponname; // name of .weapon + .float autoswitch; float weapon_action(float wpn, float wrequest); float client_hasweapon(entity cl, float wpn, float andammo, float complain); @@ -210,7 +216,6 @@ void w_clear(); void w_ready(); // VorteX: standalone think for weapons, so normal think on weaponentity can be reserved by weaponflashes (which needs update even player dies) .float weapon_nextthink; -.float weapon_forbidchange; .void() weapon_think; //float PLAYER_WEAPONSELECTION_DELAY = ); @@ -241,6 +246,12 @@ float alreadychangedlevel; .float runes; +// Keys player is holding +.float itemkeys; +// message delay for func_door locked by keys and key locks +// this field is used on player entities +.float key_door_messagetime; + .float version; @@ -308,7 +319,11 @@ float default_weapon_alpha; .float() customizeentityforclient; .float cvar_cl_handicap; -.float cvar_cl_playerdetailreduction; +.float cvar_cl_clippedspectating; +.float cvar_cl_autoscreenshot; +.float cvar_cl_movement_track_canjump; +.float cvar_cl_newusekeysupported; + .string cvar_g_xonoticversion; .string cvar_cl_weaponpriority; .string cvar_cl_weaponpriorities[10]; @@ -317,8 +332,6 @@ float default_weapon_alpha; .float cvar_cl_forceplayermodelsfromxonotic; float sv_clforceplayermodels; #endif -float sv_loddistance1; -float sv_loddistance2; .float cvar_cl_gunalign; .float cvar_cl_noantilag; @@ -333,12 +346,6 @@ void AnnounceTo(entity e, string snd); .float version_nagtime; -.float modelindex_lod0; -.float modelindex_lod0_from_xonotic; -.float skinindex; -.float modelindex_lod1; -.float modelindex_lod2; - #define NUM_JUMPPADSUSED 3 .float jumppadcount; .entity jumppadsused[NUM_JUMPPADSUSED]; @@ -383,9 +390,6 @@ float assault_attacker_team; // speedrun: when 1, player auto teleports back when capture timeout happens .float speedrunning; -// Q3 support -float q3acompat_machineshotgunswap; - // database float ServerProgsDB; float TemporaryDB; @@ -408,7 +412,6 @@ float lockteams; float sv_maxidle; float sv_maxidle_spectatorsareidle; -float sv_pogostick; float tracebox_hits_trigger_hurt(vector start, vector mi, vector ma, vector end); float next_pingtime; @@ -494,6 +497,7 @@ float GetPlayerSoundSampleField_notFound; .float version_mismatch; float independent_players; +#define INDEPENDENT_PLAYERS (autocvar__independent_players ? (autocvar__independent_players > 0) : independent_players) #define IS_INDEPENDENT_PLAYER(e) ((e).solid == SOLID_TRIGGER) #define MAKE_INDEPENDENT_PLAYER(e) (((e).solid = SOLID_TRIGGER) + ((e).frags = FRAGS_PLAYER_NONSOLID)) // we're using + here instead of , because fteqcc sucks